	
	attribute vec3 aVertexPosition;
	attribute vec2 aVertexUVs;
	
	uniform vec2 texcoordOffset;
	
	varying vec2 aVertexUVs_;
	
	void main(void) {
        gl_Position = vec4(aVertexPosition, 1.0);
		aVertexUVs_ = aVertexUVs;
    }